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Messages - Torann

#136
Releases / Re: [B18] A RimWorld of Magic
March 25, 2018, 04:46:03 PM
Quote from: Prince Kasta on March 25, 2018, 02:49:48 PM
X fully healed
X fully healed
X fully healed

Whenever lighting wound ticks the game wrongly tell you that pawn healed.

Which ability is this?  Heal, Advanced Heal, Inner healing, and Regenerate are the only healing spells.  Do you get a log message or a standard message that's telling you the pawn is healed?
#137
Releases / Re: [B18] A RimWorld of Magic
March 25, 2018, 11:45:32 AM
Quote from: WitchLyfe on March 25, 2018, 08:09:21 AM
Trying out Necro and Pally in a new game, looking good so far.  The undead are balanced better and it seems when they're rerez'd, their stats don't randomize each time like they used to.  Looking forward to testing the new/modified spells.  I never used the old Death Mark, but this new one seems a lot more balanced and has counterplay rather than just hoping something dies/doesn't die.

Ah, found a bug with undead.  Had one die in combat to a Thrumbo, his head was eaten by a raccoon and I had to wait a while to revive him because of a mana drain.  When he came back up he had levels in all attributes like when he was alive even though his profile says he's incapable of them.  When I dismissed him and revived him that didn't happen.
I fixed this, raising an undead should correctly reset skills again.
#138
Releases / Re: [B18] A RimWorld of Magic
March 24, 2018, 11:29:50 PM
Update v1.9.6


  • The Paladin, Necromancer, and Summoner master spells have been added:

    Paladin - Holy Wrath: calls or a hammers of light to smash upon the land

    Necromancer - Lich Form: the necromancer steps further along the path of the dark mage by becoming an undead; by doing so, they lose interest in almost all mundane tasks but gain the Death Bolt and Flight powers
    The necromancer "Death Mark" power has been reworked. It now functions as a curse that will slow the attack speed of any enemy affected. The fear that Death Mark induces also becomes a source of power that the lich will use to empower Death Bolt
    Undead workspeeds have been reduced but will gain the benefits of the "Hastened Undead" skill towards global work speed

    Summoner - Summon Poppi: a curious creature that fights more ferociously than any other creature on the rim, a true demon in disguise

  • New stand-alone spell "Sun Light" - creates a node of light powerful enough to grow plants but places a continuous demand on the mage sustaining the light.

  • Ranger pets now require a cost to maintain; rangers will be more sensitive to the loss of their bonded companions.

  • Several new magical weapons have been added.  The Thrumbo Axe, which is powerful enough to perform cleaving blows, and the Staff of the Defender that enables any mage to form temporary arcane barriers
       
  • Special thanks to contributor Angry Wizard for improving many of the UI icons and Diannetea for the Poppi graphics!

This update includes a bunch of bug fixes also, some that have been around for awhile, so thanks to Mehni for the rigorous bug testing and feedback.

Diannetea has a mod with quite a few retextures and you can check it out here: https://ludeon.com/forums/index.php?topic=39284.0

Quote from: henk on March 23, 2018, 09:49:42 PM
Would it be possible to make gaining a class that disables a work type also remove that work type from the work priority list? Right now, if they can't do a job, but the job was allowed before they gained the class, the work type will stay enabled and can't be removed, and they'll do it with no skill. Similarly, they should probably lose passion in a skill if the skill becomes unusable. Maybe they could also gain passion in skills relevant to their class? Like shooting or melee for physical classes, medicine for priests or plant work for druids.
I included this - applies to undead (though I think it did before)
Necromancer when upgrading to lich form will get a passion boost to intellectual and a boost to shooting from none to minor (all other skill passion = 0 and all work types disabled when lich form is assumed)
Priest - shooting and melee passions = 0 and hunter work type disabled, gains a passion boost in medicine to minor if it was none
#139
Releases / Re: [B18] A RimWorld of Magic
March 24, 2018, 11:22:39 PM
    Quote from: wedekit on March 22, 2018, 04:52:27 AM
    Just from a design standpoint, I noticed that most classes tie not only to combat but to some kind of utility in the day-to-day life of the colonists.
    I hope that's the case in combat since that's how I've attempted to design every class - to fill a specific role.  Those that don't have strong combat abilities usually have significant utility abilities; that being said, though I don't think there's much (enough) that distinguishes the "combat" classes outside of combat, and there should be.  When I do the balance update, this will be one of the things I'll be looking for, along with some mundane task trade-off's for being a mage/fighter.

    Quote from: wedekit
    [/list]Hopefully you get some inspiration from these (if you were even searching for any). It would be cool to see some more options regarding colony utility for the different classes, as they clearly have drawbacks in regards to combat utility (e.g., starting a wildfire with a Fire Mage). Perhaps you can even make a forced choice where they have to pick between a combat spell or a utility spell. It would make those magically inclined people that aren't soldiers/combatants still make use of specific class. Your (1) researcher/surgeon/hauler/hunter can specialize in air; (2) doctor/artist/cleaner/recruiter on Water; (3) trader/crafter/construction/miner on Earth; (4) Smelter/Smith/Cook/Brawler on Fire.
    If I wasn't clear, this is probably the most exciting mods I've come across in a while. Utility/QoL mods are great, but this one shows a great deal of creativity that I admire and think this game can use more of. It'd be nice to see some screenshots and proper advertisement for the mod would help in getting more feedback as the OP doesn't really convey how much work has gone into it. I'm sure plenty of this mods artistically-inclined fans of this mod would be happy to help out in that regard if you ask!

    If you wanted someone to bounce ideas off of for mechanics type things I'm your guy. I can be a useful mind to run things past when it comes to balance and making sure every class stays unique and tempting.
    Always appreciate feedback, suggestions, and idea's.  I tend to agree with your assessment of the elements and their general classifications - afterall, you wouldn't really expect a fire mage to be very good at growing crops.  So something like this is certainly helpful blueprint when I'm drawing up those small distinctions in the future!
    #140
    Releases / Re: [B18] A RimWorld of Magic
    March 21, 2018, 11:06:17 AM
    Quote from: WitchLyfe on March 21, 2018, 10:43:34 AM
    I really don't like trying to catch low level mages up in levels late game, rather just start over to test them.  At this rate with the base cost of clothes/gems, I might never get to test them though...
    As always, nice feedback WitchLyfe.  I'll be looking into how to make regrow limb (and possibly add nose/ear/eyes) more balanced very soon.
    As for leveling late game mages, I'll be adding some social features that will allow higher level mages to have conversations for both social interactions as well as training younger mages.  This should help late game mages level up much quicker (as long as they have a nearby mentor).
    #141
    Releases / Re: [B18] A RimWorld of Magic
    March 19, 2018, 01:34:19 PM
    Quote from: WitchLyfe on March 18, 2018, 10:32:19 PM
    Poison Traps seem to have bugged out when upgrading to the latest patch.  My Hunter goes to place them, just stands on the spot and uses up their stamina but it won't place and there's no warning that it was erasing an old trap like it used to occasionally when not placing (If there are even some still up.)  I tried until my stamina ran out and no dice on it placing the trap.  Also uses the cd.

    Now that I'm mentioning that, it's always been obnoxious if you're already at max traps and it uses the cd and your stamina just to remove an old trap without placing the new trap.  I didn't know if it was intentional but having to use the ability 4 times just to place 2 traps sucks and drains your Hunter's stamina to 0 for the start of a fight for some traps that probably won't be triggered (unless used in a choke), not fun.  It also doesn't seem to proc on manhunting animals.  I learned that the hard way while hunting some Thrumbos, lol.  It does seem to proc on allies though...

    Oh, and Beguile Animal and Arrow Storm can be leveled up but have no tooltip info explaining what they do.  I assume Beguile Animal has a higher chance of procing or something?  I can almost never get it to work on manhunting animals.

    Looking forward to trying out the new clothes.  I just recently started a new tribal run so researching all that is taking a bit.
    Poison traps won't be triggered by animals of any faction, this is the trade off for not being able to be detected by humanoids.  You might want to check that you have the latest update, poison trap detection was changed (in the same patch as the equipment update) so they can't be triggered by non-hostile factions and old, destroyed traps get removed from the register prior to placing a new trap.  Placing a new trap should always place a trap regardless if it removes an old one.
    I tested all the above on my existing game and didn't have any problems, so maybe try removing and readding the mod.

    I think there are two different manhunter states and I don't think it will pacify a manhunter animal as a result from a failed tame.  I'll check into that, I think it ought to just do both anyways.

    I added the descriptions - beguile animal increases aoe  size, max targets, range, and cooldown each upgrade; arrow storm increases number of arrows fired, how quick they're fired, and the range
    #142
    Releases / Re: [B18] A RimWorld of Magic
    March 18, 2018, 07:30:50 PM
    Quote from: Jernfalk on March 18, 2018, 12:53:48 PM
    I must agree. Some of those are a bit odd to look at. I'd be willing to re-do them. I could even make a few samples to give you all a feel of my art. (I'm really not a professional, but I don't accept less than great in my work xD)
    Go for it.  Those took about 2 weeks for me to do and it's the first time doing anything like that so I ended up doing a lot of redrawing.  I'm a bit worn out from drawing for a bit.  I'm happy to take contributions if you have some ideas and would like to make some improvements!

    Also forgot to mention earlier, all the wands are the work of Draegon.  He's got some awesome art in his own mod "Biomes" https://ludeon.com/forums/index.php?topic=38312.0
    #143
    Releases / Re: [B18] A RimWorld of Magic
    March 17, 2018, 11:43:59 PM
    Quote from: Jernfalk on March 17, 2018, 09:36:59 PM
    Is it safe to overwrite the folder to add those to a current game? (The last version is installed on it)
    Yes, I did it with my own game and didn't have any issues.
    #144
    Releases / Re: [B18] A RimWorld of Magic
    March 17, 2018, 08:12:07 PM
    Updated to v1.9.5

    - Magic items
    - New enchantments

    [attachment deleted due to age]
    #145
    Releases / Re: [B18] A RimWorld of Magic
    March 15, 2018, 06:01:11 PM
    Quote from: Gungnier on March 15, 2018, 09:48:04 AM
    I have a lot of general and spell/class ideas so i made a big list of it i hope you find them interesting
    Some really great ideas here, Gungnier, thanks for taking the time to share.  I think "Cauterize Wound" is a great idea, though I might couple it with a high chance to cause burn scars instead of infection since you usually cauterize wounds to avoid infection.

    I've had the concept to create a barrier on my list of new spells for some time, along with a (druid) ability to speed up growth of crops, so expect to see both of those at some point.  I'm also planning another skill for the druid to summon a thorn brier trap that slows and does light damage.

    Quote from: Jackalvin on March 15, 2018, 11:30:35 AM
    I have some ultimate ideas as well as classes (also, do fighters have ults or will they?)
    No, fighters don't have any ultimates and I'm not planning any at this time.
    Your suggestion of a "Lucky" class sounds a bit like the mimic class I'm planning and I think I could easily integrate some of the skills you suggest into this class.  Your "Last Gamble" sounds a lot like Feign Death =)

    Quote from: WitchLyfe on March 15, 2018, 03:35:15 PM
    In short:  Druids aren't bad, they just don't look great in comparison to the other classes.
    I agree that druids are somewhat situational, but I think that' to be expected from a support/utility class, but I also think they're one of the better balanced classes.
    #146
    Releases / Re: [B18] A RimWorld of Magic
    March 12, 2018, 01:19:19 AM
    Quote from: WitchLyfe on March 11, 2018, 08:59:42 PM
    Oh cool, thanks for the heads up.  Bard seems like it could be a fun class.  Social stuff has been pretty difficult with some of my mages.  I guess I'll just play around with my current team more and work on enchanting, then take a break till new classes or balance patch.  Most the only major issues I can find now are balance things, so not too much reason to keep testing until then.

    Nice to have stuff pretty solidified to look forward to with this.

    Lol, after posting this I tried raising a gladiator as an undead and they kept their skills.  I'm guessing that's not intended?  They lost the gladiator trait.  Stamina is regenerating too...well, this is useful.  They're also stuck with fortitude and Sprint activated (Says it needs to recharge) from when they were alive.  They have no "Might" tab though for leveling the skills up.  After using all their skills once, I keep getting the "Needs time to recharge", aww.

    2/3 Upkeep on undead and 4/5 mp regen from skills is also not enough to maintain 2 undead without mana loss, good to know.  It seems close and is easy enough to keep up with consuming corpses though.  Wait, weird.  After a while my Necro started gaining mana with 2 undead up, no idea why.  There wasn't a mana surge or mana drain at either time.
    Arcane Weakness.  Remember, this kicks in if you use a spell that use a spell that costs 25% or more mana.  Raise undead costs (45% base) enough mana to cause the caster to enter a state of arcane weakness which has some debuff effects as well as reduced mana regeneration while the mage is in a weakened state. 

    Undead animals draw 15% of base mana regen, undead pawns draw 30%. At 5/5 Clarity, you gain 125% mana regen; 3/3 Cheating Death reduces draw to 10.5% and 21% respectively.
    So without any mana efficiency boosts, you can maintain 3 undead pawns at once and still get 10% of the mana you would normally gain.  Maxing both skills turns this into 5 undead pawns with 20% mana gain (or 6 undead pawns losing 1% each iteration).  Assuming you have no other modifiers on the map or pawn.

    Arcane weakness reduces -adjusted- mana gain to 25%, so even completely maxed out, you'll lose mana if you are maintaining 2 or more undead pawns and are suffering arcane weakness.
    #147
    Releases / Re: [B18] A RimWorld of Magic
    March 11, 2018, 08:44:47 PM
    A lot of those issues, spell power/buffs/item costs/negative effects, will be addressed in the balance update, which is not too far off now. 
    To give you some idea of what the roadmap looks like...

    The next update will add about 7 unique pieces of equipment designed specially for mages and will be the most powerful equipment available to compliment a mage.  It'll be important for balancing since it will give the start<->end of how powerful a mage can get.  The update after that will fill in some of the missing components like master spells, stand-alone spells, enchantments, items, etc.  Following that, I'll be adding the Bard and Enchanter classes which will round out the final arch-types with the bard being a "social" type class and the enchanter as a "magical crafting" type class.  Well, the enchanter might come after a specific update for spell scrolls and items that have abilities, though I'll see if I can push that into one of the other updates. After that will be the balance update.  So best guess, about a month out from the balance update. 

    I'll likely add a 'subclass' or some form of divergent class development at some point, but I haven't decided on how this will be implemented yet so it'll come after the balance.  There's also quite a few new classes I'd consider in the 'design' phase and a lot of those are listed on the workshop page discussion if you're interested in voting for one or adding to the list.
    #148
    Releases / Re: [B18] A RimWorld of Magic
    March 11, 2018, 11:16:09 AM
    Quote from: Dezan on March 11, 2018, 12:59:17 AM
    Managed to get a screencap of the error.

    The Elemental Assault runs for a while doing nothing but spitting out those errors and then locks up Rimworld indefinitely.

    I'm just assuming here but the duration seems to be long enough for it to be the closing of the event, or maybe a second phase?
    Those errors look like something is failing between the type defined in xml and the type being used in C#.  What version are you using?  An easy fix might be to delete the mod folder then do a clean install of the latest version.  You might also want to make sure you've got the latest version of JecsTools.
    #149
    Releases / Re: [B18] A RimWorld of Magic
    March 10, 2018, 06:01:46 PM
    Update v1.9.4 comes almost exclusively courtesy of SihvMan, so big thanks for the contributions.

    • Adds the feature to create scrolls and skill books; new research and production tools were added to accompany this feature.

    • Also adds a new branch of magic research and crafting that allows the construction of Gems of Insight - these powerful (and costly) gems allow a mundane pawn to gain the Gifted or Physical Prodigy traits
    #150
    Releases / Re: [B18] A RimWorld of Magic
    March 09, 2018, 08:23:04 PM
    Quote from: SihvMan on March 09, 2018, 02:21:24 PM
    Quote from: SihvMan on March 06, 2018, 01:22:21 PM
    Idea/Request: Scroll manufacturing. Mages can use magicyte to scribe scrolls of spells/scripts that they know. It's been kinda weird that my "mages society" colony can't exchange known spells/train magically gifted apprentices.

    Got bored and filled my own request. Figured I'd share it here in case anyone was interested:
    https://github.com/SihvMan/Rim-of-Magic---Book-Maker

    This sub-mod (which requires Rimworld of Magic to be loaded) allows the production of "Unfinished" Martial and Arcane books for 300 magicyte apiece. Then, pawns with magic or physical traits can write into these books to make the appropriate scripts to train new pawns.

    Torann, feel free to use as much or as little as you want from this.

    Now to figure out how to do the same for scrolls...
    That's awesome, nice work.
    If you prefer, you can always directly contribute to the mod itself through github:  https://github.com/TorannD
    I'd be happy to roll it up under the mod, if you want, as I planned to add something like this in the future (though it's several updates away on my roadmap), or leave it as an add-on.